Rain Soul
Always active: Water attribute value +20; Fire field value -5.
Wind Soul
Always active: Wind attribute value +10; Earth field value -1.
Storm Soul
Always active: Wind attribute value +20; Earth field value -5.
Earth Soul
Always active: Earth attribute value +10; Wind field value -1.
Rock Soul
Always active: Earth attribute value +20; Wind field value -5.
Well Made
Always active: effect power +5; PP+1.
Very Well Made
Always active: effect power +10; PP+2.
Superbly Made
Always active: effect power +15; PP+5.
Hard to Use
Always active: effect power -1; PP-1.
V. Hard to Use
Always active: effect power -2; PP-2.
Confusing
Always active: effect power -3; PP-5.
Good for Bombs
When the material category is (Bomb): Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good for Magic
When the material category is magicitem: Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good for Jewels
When the material category is (Jewel): Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good Synth Mat.
When the material category is material: Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good for Sundries
When the material category is goods: Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good for Food
When the material category is (Food): Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.
Good for Medicine
When the material category is (Medicine): Fire attribute value +10; Water attribute value +10; Wind attribute value +10; Earth attribute value +10.